For the designers here, can we get a clarification on the differences between some materials? Such as, duraleather vs polyleather, and syncloth vs duracloth vs polyfiber. The wiki doesn't make much of a differentiation between them (except to say polyfiber is "flowing" and more expensive), so it's tough to know which to go for when you're trying to create something.
Definitely something that we'll expand, yep! We're aiming to use the wiki (wiki.starmourn.com) as our main information/lore reference, so we'll work on adding more details there s opportunity presents.
Based on the Shen picture on the wiki, female Shen do not seem to have hair due to the mottling patterns on those 6 long tube things. However, when I checked out the NPC descs, "six braids" were used to describe those tube things. Is it hair with wild colouring or is it longer tentacles?
They're very tight braids, not tentacles.
This is gonna be kind of flow-of-consciousness ship stuff.
What sort of new equipment do you have in mind for ships? Ignoring the fitting issues, it's pretty barren.
Are npc ships going to respect cone of fire (CoF)? It's a little blah that getting behind them doesn't help.
Will there be weapons with varying CoFs? Eg 'rearcannon' or 'rearblaster' or 'sidecannon'.
Can we maybe set the cones?
How about customizable cone display?
Can skipdrives be made to allow non-forward movement without changing orientation/speed? I know someone made a suggestion somewhere about upping the range, which I don't hate either (maybe 2 different modules?).
I also dislike that you can't even use them til late (you need the overload skill yeah?). Even a basic usage early would be nice.
Can ship exteriors be customized? Something that'd be able to be displayed at the dock or if a ship is in starmap range or in a little readout inside the ship (not my idea but I liked it).
Will there be spaceboss fights? I want to take a fleet out to surround a monster leviathan doing AoE gravity attacks and warping around the area and etc.
- Ship Equipment: There's a bunch of ship modules coming in the very near future, weapons/utility/cosmetic mods will flesh out this area some more.
- NPC Ships COF: They did until a couple of weeks ago, but we changed it as a response to "jousting" space mobs for easy bashing. The current solution isn't the best, and I hope to get something better in when we hit the ship pass in the coming timeframe.
- Variable COF: Nothing planned there for the near term, no. Ship turning times etc are supposed to be factor.
- Skipdrives: Maybe in the future, that brings a bunch of balancing issues (see turning times above for one). Skill order - yep, we'll be fixing that in the upcoming update.
- Exteriors: Yeah, definitely something coming in the future.
Will there be the capability for Factions, Dynasties, and maybe even Clans to OWN an org ship in the future? Or will we be getting something else in its place. I personally think, that with how many neat room refits there are, it would be a great org location, but it would be hard to do so since if it doesn't belong to the org, it is way to easy to run off with.
Oh, that reminds me. Is there any chance or possibility we could get the ability to optionally give people powers to say, steer, fire weapons, or operate other modules in our ships? Essentially crew perms. People who want to do it all by themselves could, and people who want to rp being crew in a ship could do that as well.
We designed everything as a single-player, since we weren't sure if the population would support multi-person crews. We'll likely add some teamwork properties there, but it's a fine balance as to any mechanical advantages to it etc. If we were to do it, likely we'd just restrict it to the larger superstructures.
It's hard to know the state of engineer pvp without EM damage numbers being tweaked first.
Is there a chance the EM numbers could be tweaked at least a few days before the class leads/reports thing is opened up?
Yep, EM damage should be getting looked at this week.
Now for the most important question, how were your travels Tecton?
will group hunting be more encouraged in the future? as it stands I can't help out people I leave in the dust since I would just be a giant black hole for experience while I personally don't mind not gaining anything while helping out lower levels.
What will the in-game economy look like in the long term? Are you guys going to move forward with a completely player-run economy where everything we'll buy is player-made or are we looking at a more tweaked version of the current system?
1. Just what in the heck does Bot Harass do? Does it actually incur a balance timer? If so, how long? Why can't we know these basic things?
delighted at the possibilities. Then I found out it was pvp only. Boo.
bloody superstructure?? Thanks for the great game so far, been having fun the last week or so!
1) Knocks your target off-balance, if they're already off balance, knocks them further off balance. Currently 2 seconds.
2) Should work for most mobs, just wont work for certain enemies, like faction and cosmpiercer guards.
3) Yep, we've got a major refit of the shipforge coming tonight or tomorrow, including this functionality.
#2 Unless I'm missing something, this skill still doesn't work on any type of mob. When you try, you get a message saying "You cannot target mobs with ranged attacks."
Have not been able to get it to work and don't know anyone who has either.
Can we maybe just get ranged attacks on mobs to make all aggro/loyal mobs move to the attacker on a ranged attack, and throw the mobs either a tentacle tat or flight to minimize the power of fly bashing with airgrab in that case?
Variable cone orientations and cap-based movement abilities still let turn speed, current speed, and relative positioning matter Just allows some tweaking of the playing field.
(And that's ignoring the >.> that is shipbuilders pointing all their guns and sensors forward in a small cone in SPESS, cause yeaaah gameplay>realism but uggghhhh it hurts me deep).
Jewelry pins seem to be bugged so only W'hoorn can wear them... on their wings?
Just wondering if things like this are due for a fix soon or if I should get started converting pins to brooches.
So I imagine the level cap is going straight to unlimited or will go up to 100. Are you going to stairstep the increase over time? Or is it going to be all at once? Are we going to be staying at 75 for a while?
I know Starmourn is new and current no-retirement time allows people to have a better idea, and prevents retiring from their main games in a hasty fashion. But there are also people who are already retired from other IRE games and it is a long wait for them rather then a matter of indecision.
Would it be possible to enable retirement credits one month earlier?
Hopefully this comes through right, mobile forums are not the best.
What does "beta" actually mean, in this case? Other games I've tested had a clear end date, a wipe at the end for release, something they wanted us to test. Some just abuse it as another round of advertising. I'm a bit confused as to what this means when you and others keep using the term "beta", yet it seems like the game is in a fully released and revenue-generating state.
Could you go into more detail, or point out a place you already talked about this if so, about why you made level and (random) equipment so much more important compared to other IRE games? I couldn't find anything when I searched for it earlier.
Are there plans to expand the planets and other things into fully realised worlds, or are we mostly going to have smaller areas with a city or two and a representative zone and done?
Are there any plans to have more interactive events, or are they all going to be as what the Blaze thing seemed to be, where it seemed there was nothing to interact with so much as something to watch happen?
Thanks for all the hard work so far in making this a reality. I look forward to what it turns into in the future.
I feel like IRE's version of 'beta' is the same as modern-day 'Early Access' wherein the game is in a 'fully released' state, but it's labeled 'Beta' as some sort of cushion for bugs and what not. No wipes planned, etc.
One reason is it's not meant to be like how other IRE games function. It's an entirely new set of rules behind the scenes, equipment was just one of those things meant as a way to broaden character customisation. iirc it was also to replace the 'lessons invested = power' thing that other IRE games have. Your equipment = power, instead of how much money you've spent IRL. Also gives something to those who like grinding, I suppose, instead of ever-increasing levels.
Pretty sure he answered that in this thread already, that more planets are on the cards.
He said yes to this, as well, if you mean 'admin-driven' events. They've been wanting to get things up and running properly, first, before giving more attention to those things.
I'm not an IRE person, just speaking for things I've seen thus far.
I'm not sure what you mean by fully realized worlds, by insofar as what it means to me, it's not possible for us to build out multiple fully realized worlds. Achaea's been running for 20 years and hasn't built out the one world yet, and I'm fairly positive never actually will. There are whole continents that have never been touched there in terms of building. Worlds are massive, diverse places. Effectively, Starmourn Sector is "our world" here, it's just not contained on a single planet.
I love events, will there be anything like the UPCOMING command in Achaea to see when an event is coming up? Or will most of these be something more spontaneous?
Is the Comms network for faction/dynasty/etc a voice network or a text network, as I was always under the assumption that since there wasnt any tone, or dialect used in it that it was just a network that you sent text messages through and recieved them on some sort of HUD or in your head via the mindsim but not hearing the exact person's voice.
I like the idea of it being a voice thing, myself. There was a debate about it on another thread, actually.
What is the Decheeran motivation to be affiliated with the Song Dominion? Obviously I understand that not every single Decheeran ever is loyal to Song, but a significant portion of their own unique technology and architectural sensibility was involved on the planet Song before the catastrophe and in Song City itself.
But they're not just client races, or subjects, or victims of circumstance/proximity. They actively engage and celebrate the culture - at least, that's what I gathered from there being at least one confirmed Decheeran Lord Commander (and all the intrigue and power that involves that position).
I just can't find any clues from the racial homepage, Martias and the Angel, and the Song Dominion page that would show a particular affinity to Song Dominion culture, and I can't figure any significant information from the NPCs on Atria either. So I've come hear to get an admin take on it!
This is a great question that I'm dying to know the answer to. Especially considering that there are some Dech that have been around since the founding of the Dominion itself, or at least I'd assume so since the Dominion was founded in 24 AE and we're just now at 925 going on 926, and since Dech can live up to 1200 years there have to be some that lived through all the Ishvana wars.
So I +1 this, a lot!
Very long! Just got back last night, so playing catch up on everything today!
Definitely more tweaks and changes coming there as time goes on!
The goal is a completely player-run economy, yes. Whether that plays out with the game's population, we'll have to wait and see.
Hmm, might be a side-effect from the other ranged changes. We'll take a look!
Yeah, definitely something we'll fix up!
At current, the we'll probably go to 100 first, then uncapped later. But we'll likely look at the current state of things and possibly reshift when it's time to make that change.
Opening things up earlier is something we've been discussing! Stay tuned in-game for more information!


The SDEC started in 2001 as a faculty driven initiative to establish a research and extension center that addresses one of the main issues in swine production, which is the control and eventual elimination of diseases that affect swine productivity or that constitute potential risks for humans. The Center also responds to the changing environment for a more sustainable and accountable model to conduct research with greater responsiveness to emerging issues and accountability to industry partners.
The Center is constituted by a core group of faculty with expertise in the areas of microbiology, epidemiology, diagnostics, immunology, molecular biology and pathogenesis. Several of the faculty have considerable clinical experience together with in-depth understanding of swine production and the swine industry. In addition, the group is also complemented by associated faculty within the University of Minnesota with complementary areas of expertise. The Center also has an advisory board constituted by representatives of veterinary practices and companies that serve the swine industry.
The Center research strategy aims at having a diverse source for research funds including but not limited to, contributions by private industry, commodity groups, competitive federal funding, and State and University contributions.
Swine Extension & Consulting, Inc.


text:
High school students can text the Helpline Center
by: KELOLAND News
SIOUX FALLS, S.D. (KELO) — The Helpline Center is opening it's texting service, "Text 4 Hope", to all high schools this year to help teens if they are going through a tough time.
The Helpline Center says it realizes many young people would rather communicate through text than on the phone or in person.
"We get students who will text if they are feeling suicidal, if they are having issues at school, whether that be relationship issues, not getting along with girlfriend, boyfriend, not fitting in at school, feeling lonely," Sheri Nelson, the Suicide Prevention Director said.
If you need help, you can text "I care" to 8-9-8-2-1-1.
by Whitney Fowkes / Jan 21, 2020
SIOUX FALLS, S.D. (KELO) -- The Trump administration is proposing to change school lunch requirements.
Agriculture Secretary Sonny Perdue says these new guidelines would give schools more flexibility for fruit and vegetable options, but national child nutrition advocates say it will result in unhealthier meals served in school.
SIOUX FALLS, S.D. (KELO) -- Sioux Falls police are investigating a shooting at the Prairie Winds Apartments in western Sioux Falls.
Photos sent to KELOLAND News show multiple bullet holes in a van parked in the apartment complex parking lot. The shooting happened around 8:30 p.m. Monday.
National & World News / 44 mins ago

redpajama_set_name: RedPajamaCommonCrawl


These 48 slides from the NFL's finance camp will teach you how to foot life's bill.
Free agent quarterback Brady Quinn in one of the NFL's Personal Finance Camp classes.
The NFL held its second annual Personal Finance Camp for players from April 4 to 7 in Fort Lauderdale, Fla. The first session, "Funding an Uncertain Lifespan," was led by Patrick Kerney, who played in the NFL for 11 years and is now director of business development at National Fire & Casualty Investments. After retiring from the league, he got his MBA at Columbia University and was the vice president of player benefits at the NFL.
Here's the slideshow he used in the class, which focused on staying ahead of inflation and the importance of controlling what you can: Where you live, what you spend, what level of goods and services you purchase, and realizing the difference between what you want to buy and what you need to buy.


text:
* 一个轻量级日历小框架。
* 可随意插拔部分视图、任意修改日历展现样式。

### Tips:
* 1.该日历提供单月、多月两种样式可随意切换。
* 2.自定义样式时就像给tableView自定义cell一样简单。
* 3.日历面板的宽和高是由内部cell决定的,随着改变cell大小,日历面板的大小也会跟着改变。
* 4.有关日历的获取方法都抽取在NSDate+GYDateExtension分类里,应用该分类还可以轻松操作日期数据。

#GYCalendar的使用
* 方法一:通过cocoapods -> pod 'GYCalendar'
* 方法二:Download ZIP -> 把GYCalendar文件夹中的所有文件拽入项目中,主头文件为:#import "GYCalendar.h"

# Example
## 1.最简单的日历
![最简单的日历](https://raw.githubusercontent.com/ShinyG/GYCalendar/master/gif/EazyCalendar.gif)

```objc
    // 初始化
    GYCalendarView *calendarView = [GYCalendarView calendarView];
    calendarView.frame = CGRectMake(HMargin, VMargin - 40, 0, 0);
    [self.view addSubview:calendarView];
```

## 2.多月样式的日历
![多月样式的日历](https://raw.githubusercontent.com/ShinyG/GYCalendar/master/gif/MultiCalendar.gif)

```objc
    GYCalendarView *calendarView = [GYCalendarView calendarView];
    // 设置为多月样式
    calendarView.calendarViewStyle = GYCalendarViewStyleMulMonth;
    calendarView.frame = CGRectMake(HMargin, 65, 0, 0);
    [self.view addSubview:calendarView];
```

## 3.自定义日历的头部样式
![自定义日历的头部样式](https://raw.githubusercontent.com/ShinyG/GYCalendar/master/gif/CustomHeaderCalendar.gif)

```objc
    // 初始化
    GYCalendarView *calendarView = [GYCalendarView calendarView];
    calendarView.frame = CGRectMake(HMargin, VMargin, 0, 0);
    [self.view addSubview:calendarView];
    self.calendarView = calendarView;
    // 自定义HeaderView
    [self setupCustomHeaderView];
```

//自定义headerView

    [self.calendarView hideHeaderView];
    [self.calendarView calendarScrollEnable:NO];

    UILabel *headerView = [[UILabel alloc] init];
    headerView.userInteractionEnabled = YES;
    headerView.tag = headerTag;
    headerView.backgroundColor = [UIColor redColor];
    headerView.frame = CGRectMake(HMargin, VMargin - 40, 315, 40);
    headerView.text = [NSString stringWithFormat:@"%@",[self.calendarView.fireDate gy_dateByFormat:@"yyyy-MM-dd"]];
    headerView.textColor = [UIColor whiteColor];
    headerView.textAlignment = NSTextAlignmentCenter;
    [self.view addSubview:headerView];

    // 初始化左/右Label
    UILabel *preLabel = [self setupLabel:@"上个月" isLeft:YES];
    UILabel *nextLabel = [self setupLabel:@"下个月" isLeft:NO];

    // 点击事件
    UITapGestureRecognizer *preTap = [[UITapGestureRecognizer alloc] initWithTarget:self action:@selector(preTap:)];
    UITapGestureRecognizer *nextTap = [[UITapGestureRecognizer alloc] initWithTarget:self action:@selector(nextTap:)];
    [preLabel addGestureRecognizer:preTap];
    [nextLabel addGestureRecognizer:nextTap];

    [headerView addSubview:preLabel];
    [headerView addSubview:nextLabel];

// 初始化左/右Label (UILabel *)setupLabel:(NSString *)labelText isLeft:(BOOL)isLeft

    UILabel *label = [[UILabel alloc] init];
    label.text = labelText;
    label.textAlignment = NSTextAlignmentCenter;
    label.textColor = [UIColor whiteColor];
    label.backgroundColor = [UIColor blueColor];
    CGFloat x = isLeft ? 0 : (315 - 60);
    label.frame = CGRectMake(x, 0, 60, 40);
    label.userInteractionEnabled = YES;

    return label;

// 左侧label点击事件 (void)preTap:(UITapGestureRecognizer *)tap

    UILabel *headerView = [self.view viewWithTag:headerTag];
    headerView.text = [NSString stringWithFormat:@"%@",[[self.calendarView preMonth] gy_dateByFormat:@"yyyy-MM-dd"]];
}

// 右侧label点击事件 (void)nextTap:(UITapGestureRecognizer *)tap

    UILabel *headerView = [self.view viewWithTag:headerTag];
    headerView.text = [NSString stringWithFormat:@"%@",[[self.calendarView nextMonth] gy_dateByFormat:@"yyyy-MM-dd"]];

## 4.自定义日历Cell
![自定义日历Cell](https://raw.githubusercontent.com/ShinyG/GYCalendar/master/gif/CustomCellCalendar.gif)

	GYCalendarView *calendarView = [GYCalendarView calendarView];
    // 设置起始日期
    calendarView.fireDate = [NSDate dateWithTimeIntervalSinceNow:40 * 24 * 60 * 60];
    calendarView.frame = CGRectMake(HMargin, 65, 0, 0);
    // 称为代理
    calendarView.delegate = self;
    // 注册cell
    [calendarView registerNib:[UINib nibWithNibName:NSStringFromClass([MyDateCell class]) bundle:nil] forCellWithReuseIdentifier:ID];
    [self.view addSubview:calendarView];
    self.calendarView = calendarView;

    // 自定义日历Cell展现逻辑
    for (int i = 0; i < 10; i++) {
        MyDateModel *myDateModel = [[MyDateModel alloc] init];
        myDateModel.date = [NSDate dateWithTimeIntervalSinceNow:i * 24 * 60 * 60];
        [self.tickets addObject:myDateModel];
    }

// 设置cell大小 (CGSize)calendarViewCellSize

    return CGSizeMake(45, 55);

// 返回自定义cell (GYDateCell *)calendarView:(GYCalendarView *)calenderView dateModel:(GYDateModel *)dateModel cellForItemAtIndexPath:(NSIndexPath *)indexPath

    // 取cell
    MyDateCell *dateCell = (MyDateCell *)[calenderView dequeueReusableCellWithReuseIdentifier:ID forIndexPath:indexPath];
    dateCell.dateModel = dateModel;

    for (MyDateModel *myDateModel in self.tickets) {
        if ([myDateModel.date gy_isEqualDay:dateModel.date]) {
            dateCell.myDateModel = myDateModel;
            return dateCell;
        }
    }
    return dateCell;
}

// 选中cell事件 (void)calendarView:(MyDateCell *)dateCell didSelectItemAtIndexPath:(NSIndexPath *)indexPath

    MyDateModel *myDateModel = dateCell.myDateModel;
    myDateModel.isSelected = !myDateModel.isSelected;
    dateCell.myDateModel = myDateModel;

// 切换样式 (void)touchesBegan:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event

    if (self.calendarView.calendarViewStyle == GYCalendarViewStyleMulMonth) {
        self.calendarView.calendarViewStyle = GYCalendarViewStyleMonth;
    } else {
        self.calendarView.calendarViewStyle = GYCalendarViewStyleMulMonth;
    }

redpajama_set_name: RedPajamaGithub


text:
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VAMPIRE: THE MASQUERADE 5TH EDITION Review - The Dead Live On
Meet Kurt Russell as "Stuntman Randy" in Clip from ONCE UPON A TIME IN HOLLYWOOD
If This Poster for SEEDS Doesn't Make Your Skin Crawl, You're Already a Bug
Arnold Schwarzenegger's T-800 Will Have a Human Name in TERMINATOR: DARK FATE and It's... Weird!
Messed Up Puzzles Announces MANIAC And ZOMBIE Limited Jigsaw Puzzles
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Battle an Alien Plague in 2nd Video for "You'll Never Find Me" by KORN
Stunning New Poster for THE DARK CRYSTAL Prequel Series Coming to Netflix in August
VAMPIRE: THE MASQUERADE 5TH EDITION Review – The Dead Live On
Published by White Wolf Publishing
Available in print for $61.99
Sundown in the big city. Neon billboards flicker to life, the clubs get louder, and humans huddle a little closer together, seeking comfort in numbers. They peer anxiously out at the shadows, not knowing that the real danger is already inside.
Vampire: the Masquerade is a game about modern-day vampires. Some of its stories focus on the hunt through the shadows, highlighting the conflict between a character's humanity and their inner monster. Other tales explore the backstabbing and political intrigue of the vampire court. If there is one law that all vampire-dom adheres to it is this: the humans can never know that their worst predator also wears their face. The Masquerade must be maintained.
I'd heard a lot of stories about Vampire: the Masquerade, but never played it before. So when a copy of the new 5th edition of the game arrived in my inbox, courtesy of White Wolf, I wasted no time pulling together a playgroup. I seeded it with some experienced Vampire: the Masquerade players, as well as some newcomers like myself. We showed up to session one hot, LA Saturday morning dressed in black and armed with bottles of wine. When you play a vampire game you commit to it, dammit.
In Vampire: the Masquerade, one person plays the role of the facilitator, which this system calls the Storyteller, and everyone else is just called a player. Players are responsible for building a character under the guidance of the Storyteller and then playing that character's actions. The Storyteller is responsible for everything else: rules adjudication, plot building, non-player characters, and setting. According to the rules, "The Storyteller's primary duty is to make sure the others have a good time." Hopefully, the Storyteller is expected to have some fun as well.
Character creation took about four and half hours, which isn't unusual for a game intended for campaign play. We had a lot of fun swapping character concepts and speculating on the what-ifs that the game's extensive lore suggested. One of the things I immediately liked about Vampire: the Masquerade's character creation process is that you build your character as a human first. The book walks you through developing your character's skills and life story, then drops the vampire powers on top of that afterward. We came up with a pretty diverse crew: a World War II vet turned hardboiled detective, a mafia hitman, a Youtube personality, and a scene kid that picked the wrong drug trip. Needless to say, they did not all get along like one, big, happy, undead family.
I liked Vampire: the Masquerade's character creation system because it offered two major advantages: first, it gives the characters a nice, three-dimensional feel by the time you're done with them. You have a good sense of where they've come from, and what they want out of un-life. The second is that it helps curtail the impulse to arrive at the first session with a six-page typed backstory for a pre-envisioned character. I also liked the game's Disciplines, which is essentially its magic system. It has a nice variety of options that provide interesting narrative hooks and isn't particularly difficult to understand. Vampire: the Masquerade also has you build out some stats for your team as a whole, which helps lend some coherency to the group and gives them a reason to stick together. My players decided that their characters' task in death was to be Masquerade enforcers, ensuring that humans never find out about vampire-kind.
Like I mentioned before, a large part of what made the character creation process as fun as it was is that Vampire: the Masquerade gives you a massive amount of lore to work with. The first thirty or so pages, in fact, consist of nothing but found-footage style documents of vampires and vampire hunters conferring with one another, leaving snarky commentary on the opposition, or waxing eloquent about their own philosophy or raison d'etre.
Personally, I don't prefer games with this much pre-established lore, but in the case of Vampire: the Masquerade, it does add a tremendous amount of value to the game. The foremost of these is community. A world as built out as that of Vampire: the Masquerade creates a common language across player groups. Two strangers could meet at a convention and swap stories at length, speculate on the future of the world, and so on. It brings people together. Furthermore, it does an effective job of setting the tone and creating player buy-in, which is essential for any game to function. My players, for instance, all said that the lore was one of their favorite parts of the system. I can see why this game became as popular a LARP as it did, and would be curious to compare the rulesets. As a facilitator, the lore also provided a ton of built-in hooks and I was able to whip together a compelling plot arc in an hour or so.
Despite grabby nature of much of the lore, there were some places where it faltered. In theory, I like the idea of immersing the reader in the vampire underworld from page one, but in practice, it made for some pretty dense reading. The first of these, a ten-page document ostensibly written by Mina Harker of Bram Stoker's Dracula fame, is particularly difficult to wade through. In theory, it's supposed to serve as an introduction to the world of Vampire: the Masquerade, but it's dry, rambling, and name drops like it's trying to fill a quota. I thought maybe my frustration with the letter was because I was unfamiliar with the world, but my experienced Vampire: the Masquerade players also found it notably difficult to get through. The text picks up after that, but there's still a lot of jargon. There is a glossary dubbed "The Lexicon of the Damned", which is helpful, but it doesn't appear until later, well after its many terms have been used repeatedly, and without explanation. (That glossary is on page 58 by the way, in case you need to go looking since it doesn't appear in either the table of context or the index.)
Vampire: the Masquerade's struggle to introduce its lore in an organized fashion is symptomatic of a much larger problem the system faces: the rulebook is badly in need of an editor. Normally, that would be a secondary complaint on my part, but in this case, it felt like the game was actively opposed to anyone playing it. There were typos, strange sidebar placements, and questionable sentence structure. As just one example, early on in the character creation process, there's a description of how to allot attribute points for things like a character's strength, intelligence, etc. There's a handy chart below for easy reference, except that the chart shows information that directly contradicts the text immediately above it. It's possible that White Wolf had another go at editing this document before they sent it off to the printers, and the errors will not appear in the physical version, but I can only review what I was given.
The overall layout of the book is also difficult to work with. Quick references and summary pages appear at seemingly random intervals throughout the chapters and aren't listed in either the table of context or the index. For instance, the Hunger mechanic (which I quite liked) appears quite rightfully in the section on vampire mechanics on page 205. There's also a quick, one-page reference on how to handle Hunger if your group decides it just wants to freeform the entire game. Useful, right? But the reference page for Hunger doesn't appear until page 293, in the middle of a section on styles of play. The reference page isn't necessarily out of place here, but heaven help you if you want to find it again in this 400+ page document, as it doesn't appear in the index or the table of context. Character creation itself involved a lot of flipping back and forth between different sections, as each of them seemed to dictate a different order in which to build the characters. When we finally made it to play itself, the game frequently ground to a halt as we made lengthy searches for the relevant text. The wording in a few places where it instructed us to "refer back" to sections that hadn't been covered yet suggest to me that different portions of the book were written in isolation from one another and then combined without an eye towards the coherency of the whole.
Difficulties with editing and layout notwithstanding, we finished up character creation, broke for lunch (and broke out the wine) and then got down to the business of play. The core mechanic of Vampire: the Masquerade is a d10 dice pool system. It's pretty straightforward and very easy to learn. In order to find out if a character succeeds at whatever they are attempting to do, the player assembles a pool of dice. The number of dice in that pool depends on their attributes and skills. For example, if I decided to stalk across rain-slicked rooftops undetected like the badass that I am, I would take my Dexterity score of three and my Stealth score of two and combine them for a pool of five dice. Those five dice are rolled, and anything that comes up six or above counts as a success. The Storyteller would give me a target number I needed to hit, say, three. As long as at least three of my dice come up as a success, I'm good to keep ghosting through the night. In some cases, something about my situation might give me an advantage, and I'd add a dice to my pool, or a disadvantage, and I'd remove one.
There are also rules for challenges, social and physical combat, and so forth that operate along similar lines. Vampire: the Masquerade also has a recommended "three and out" policy to help streamline things. Basically, if an obstacle takes more than three rolls to resolve, the Storyteller should dispense with the dice, make a ruling, and move on. For example, in our game, one of the players got into a scuffle with an enemy vamp over a "misunderstanding" about hunting territory. They were pretty evenly matched and at the end of three rolls, they'd only succeeded in putting a point of non-lethal damage on each other. Instead of continuing to drag out the encounter, the "three and out" principle prompted me to declare a draw between the two, and both vamps slunk off, vowing to "finish this another night".
Of the various systems in the game, the Hunger mechanic was among my favorite. No matter how refined, tough, or cunning vamps like to think they are, at their core, they are all driven by the need to feed. The Hunger mechanic does an excellent job of reinforcing this fiction on a mechanical level through the use of a separate set of d10s (the game recommends you use red). Every vampire has a hunger score ranging from zero to five. Whenever the vampire makes any role, they swap out a number of dice equal to their hunger score for red ones. So if I had a pool of six dice with which to distinguish myself in court, and a Hunger of two, I'd be rolling four of my normal dice, plus two red ones.
There are two instances when these Hunger dice might work against a character. The first occurs when they make an indecorous comment about the late Lord Vladimir, think of a witty repartee ten minutes after the insult, and generally fail the roll. If one of those red dice comes up as a one, a vampiric compulsion kicks into gear. A character might immediately start attempting to seduce the nearest person (or vamp) in order to feed on them, or become wildly paranoid and assume everyone is out to undermine them.
Even when a player succeeds, Hunger is still lurking in the shadows. If a player makes in their roll, but one of the red Hunger dice comes up 10, the beast inside rears its ugly head again. The character gets what they want and then some. Shoving past a bouncer might send them flying across the bar, attracting unwanted attention. Instead of sipping from a victim's throat and then slipping off into the night, they drain their prey dry and now have a corpse to deal with. Hunger is a great mechanic because it brings the unwelcome at any moment and with it, an opportunity for a compelling story.
As much as I liked the Hunger mechanic, it does seem to have one major drawback, which manifested itself by the end of our first session. The complication of Hunger is that it creates an additional risk to players rolling, since even a low Hunger of one is a threat. On the one hand, this adds an element of danger to even mundane situations. At any time, the vampire's facade could slip, the Masquerade broken, and all hell breaks loose. On the other hand, it makes players reticent to try anything, which leads to passive play. "I think it's honestly just better if I stand back and don't roll anything," one player told me frankly. They were sitting on a Hunger of three and trying to decide if they wanted to tangle with another vamp's sire.
I don't think that this is a shortcoming of the Hunger mechanic itself. Rather, it's indicative of a bigger challenge the system faces as a whole. Vampire: the Masquerade is not a game that rewards failure, either mechanically, or fictionally. Failed actions do not propel the story forward in this system, nor do they result in an experience gain. A veteran facilitator might choose to make use of a miss chance, especially if they've played other systems that do motivate such play, but Vampire: the Masquerade does not have this built into it. Failure is something to be exclusively avoided. As a result, players are more likely to sit back, look at the Storyteller, and wait to see what happens next, rather than propel themselves forward into interesting situations and conflicts.
There exists the possibility that this pressure towards passive play was intentional on the part of the designers. Similar to other traditional systems like Dungeons and Dragons, Vampire: the Masquerade is very prep-heavy on the part of the facilitator. Storytellers are expected to create a series of interchangeable scenes ahead of time that the players will run through in a session. Each scene should have a hook leading into it to make the players want to engage with it. The rulebook also has advice for how to redirect players who reject the hook back into the scene anyway. The goal is to give the players the illusion of choice, but ultimately, direct them through your pre-prepared work. Vampire: the Masquerade also recommends that if you do want to give your players a decision that might have campaign-altering significance, be sure to leave it until the last scene so that you have time to build around it when you design the next session. Within such a system, passive players aren't a bug, they're a feature, since player initiative is less likely to upset hours of Storyteller preparation.
Beyond its dice pool system, Vampire: the Masquerade has a number of additional "advanced systems" with some interesting variants on the basic mechanics of the game. I liked the Memoriam subsystem option, which is very similar to a Blades in the Dark style flashback. In short, you can invoke a memory of your past and make a test within that memory to give yourself either a bonus or danger in the present scene. There are also advanced systems for combat, ranged combat, and so forth, but due to time constraints, I wasn't able to test all of them out.
There is a difficulty in judging Vampire: the Masquerade by its mechanics and it takes the form of a half-column paragraph that appears at the end of the Rules section. It's so significant, in fact, this single paragraph has its own listing in the table of contents. The game calls it "The Golden Rule". It reads, "This is the most important rule of all, and the only real rule worth following: There are no rules."
Such a rule puts me in an awkward position as a player and as a reviewer. Critique of the rules seems unnecessary; why discuss something if it can, according to the rules, just be ignored? Does this anti-rule apply to the game's fiction and lore as well? If so, at what point am I still playing Vampire: the Masquerade, and when have I gone off and just designed my own game? This is not a one-off paragraph in a sea of rules. Throughout the system, the book consistently reminds the Storyteller that they can ditch the rules any time they feel it interferes with the dramatic nature of whatever story they're telling.
I'm sympathetic to what I suspect the creators of Vampire: the Masquerade are trying to do here. I think this principle — and with it the assumption that mechanics are things which get in the way of a good story — is a reaction to an old (though still prevalent) style of play in the tabletop RPG community. It's a style of play that pits the facilitator against the players. Under such systems, players are highly motivated to appeal to every possible loophole and secondary rule set as a matter of course in the quest for victory or, in some cases, mere survival. It is from this style of play that the much-reviled "rules lawyer" arises. To a facilitator who is primarily interested in the narrative of a game, a rules lawyer is often regarded as a "problem player". From the perspective of such a facilitator, the rules lawyer is constantly disrupting the fiction, or rendering the fiction ridiculous, by calling on the "rules as written". Under Vampire: the Masquerade's Golden Rule, the rules can simply be done away with, and the fiction can progress with minimal interruption. Vampire: the Masquerade even offers up pure freeform as an acceptable style of play, disregarding the mechanics entirely.
A younger version of myself would have been happy, even thrilled, with this solution. Story is the reason I play tabletop RPGs, and this sort of statement would have been the permission I was waiting for to play the game I wanted to. Here's the problem though: counter-intuitively, the removal of rules puts more work on the facilitator, not less.
Vampire: the Masquerade is already a prep-heavy game. Removing the rules of a game increases this load by requiring the facilitator to manage the added stress to the social contract between themselves and the players. A game without rules for the facilitator is necessarily an adversarial one because when the players want to achieve something, the facilitator and only the facilitator is the thing that stands in the way. The facilitator giveth, and the facilitator taketh away. Add to this Storyteller's stated purpose, "make sure the others have a good time," and you have a recipe for facilitator burnout. If the game is not fun, if the players did not get what they wanted, if they got what they wanted too easily, it is, under this set of premises, the facilitator's fault.
If I'm correct about the problem that Vampire: the Masquerade is trying to solve, then it strikes me as a dated solution. Dozens of systems have been designed since then that create more equitable play and responsibility for fun by adding rules to the facilitator's side of things, instead of taking them away. If an obstacle is put in the way of a player because the rules said to put it there, it is a drastically different thing than if the facilitator put it there because they chose to. As mentioned before, I haven't played previous iterations of Vampire: the Masquerade. It's very possible that the creators of this game were reticent to stray too far from older design theories for fear of alienating their existing player base.
Ultimately, I don't think that Vampire: the Masquerade players are showing up for the mechanics of the game; it's the lore that draws them. In this, Vampire: the Masquerade does not disappoint. It is brimming with world-building content. I was impressed by how much work the creators had done to build a subculture full of its own idioms, references, and allusions.
At the end of our session, after I'd jotted down my own thoughts, I asked my players what rating they would give the game. "A two, maybe a two and a half," was the immediate response from one player. "But if they fixed the formatting, I'd give it a four." I thought about it a lot, and I think I disagree. Here's my reasoning. I was trying to parse out what the core of Vampire: the Masquerade is, what component of it is essential to its play. For a while, I toyed with the idea that it might be the Hunger mechanic. Even though the game allows for total freeforming, there's a note informing the Storyteller that they still need to keep track of the player's Hunger in order for the game to function properly. They also provide several alternative mechanics by which to do this. I think, however, that Golden Rule still might supercede even this. Should I choose, as a Storyteller, it is within my right to ignore Hunger entirely, and I would still be playing Vampire: the Masquerade. The core of the game, then, seems to be the lore.
The heart of Vampire: the Masquerade is a world in which people tell stories about vampires wrestling with their fading humanity, then in this, it has succeeded. The world it builds is rich with history, subcultures, and plot hooks aplenty. I give it a three. The lore is there but the game as a whole suffers from serious editing and layout issues. It also doesn't succeed in its attempts to create a better story by doing away with its own rules. Newcomers might find this system difficult to access, but fans of the previous editions are likely to enjoy this latest installment in the franchise.
Happy gaming, everyone.
Vampire: The Masquerade 5th Edition
The 5th Edition of Vampire: the Masquerade delivers a vast amount of fresh, engaging lore to the franchise but suffers from significant editing and formating issues. While its mechanics succeed well in several places, its tendency to discard its own rules hurt the system as a whole. Newcomers may find the game somewhat inaccessible, but long-time fans are likely to enjoy this new addition to the world of Vampire.
User Rating 3.75 (4 votes)
In this article:slice n' dice, Tabletop Gaming, tabletop rpg, ttrpg, Vampire: The Masquerade, Vampires, white wolf
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WHERE DID STEVE JOBS LIVE AS A CHILD
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Feb 24, · Jobs enrolls in, drops out of Reed College. Paul and Clara Jobs fulfilled their promise to Joanne Schieble by sending their son to Reed College in Portland, Ore., but Steve quickly rebelled. WebMar 8, · She is pictured in with Steve Lisa was born on May 17, , in Portland, Oregon, which means she is currently 43 years old. Her mother, Christann, and . WebFeb 25, · Steve Jobs's net worth was valued at $ billion at the time of his death on October Steve wasn't interested in that. If I live long enough, it ends with me." Lisa Brennan-Jobs, Steve.
Steve Jobs Secrets of Life
Early Life. Steve Jobs was born in San Francisco, , to two university students Joanne Schieble and Syrian-born John Jandali. They were both unmarried at. WebOct 07, · Jobs himself was estranged from a child he fathered early in his life. On May 17, , when Jobs was 23, his high school girlfriend Brennan gave birth to a daughter, Lisa. Steven Jobs was born February 24, , in San Francisco, California, and was adopted by Paul and Clara Jobs. He grew up with one sister, Patty. Steve Jobs was born in San Francisco on February 24, to two unmarried university students. His biological parents gave him up for adoption, and he became. Oct 07, · Paul and Clara Jobs, an Armenian couple who could not have children, adopted Steve. They adopted a daughter a few years later and then divorced. Although Mr. Jobs did not know it at the time, his. Nov 02, · Joan Frawley Desmond News November 2, He died a devoted family man, with his wife and children at his bedside. But Steve Jobs didn't come into the world as the object of his parents. Mar 30, · When Jobs found Mona Simpson in the early s, he was struck by the similarity in their intensity, traits and appearance. They became close friends, while he had little in common with the. Six weeks later, he passed away at his Palo Alto, California, home. At the time of his death, Jobs, a father of four, had a net worth estimated at more than $7. Dec 02, · While her net worth is unknown, the Jobs family is estimated to be worth over $20 billion. According to Forbes, the top 3 richest women worldwide are all heiresses. Net worth $ Billion – L. Mar 30, · Jobs lived in Mountain View and then in Los Altos, California, in the heart of an area that in was named Silicon Valley. Many of their neighbors in the s and s were engineers. Jobs. Oct 30, · CNN — It may not look special, but a modest s ranch-style house in a suburban Bay Area neighborhood is now a protected historical site. The single-story house at Crist Drive in Los. Oct 07, · Jobs himself was estranged from a child he fathered early in his life. On May 17, , when Jobs was 23, his high school girlfriend Brennan gave birth to a daughter, Lisa. Like his. WebNov 04, · When he died in , according to International Business Times, he was worth an estimated $ billion. Lisa got at least some of that money, according to Celeb Answers, although how much of it is unclear. As for her half-siblings, Lisa also claimed that they, too, got some of their father's inheritance — "in the millions," reportedly. Sep 06, · Jobs denied paternity until one day in late December , when he rushed through a legal settlement of $ a month in child support. Four days after that, Apple went public, making Jobs.
History of Steve Jobs (Full Documentary)
Steve Jobs was diagnosed with cancer in , but continued working until just before his death. He took a medical leave of absence in January and died on. WebNov 02, · Joan Frawley Desmond News November 2, He died a devoted family man, with his wife and children at his bedside. But Steve Jobs didn't come into the world as the object of his parents. Mar 30, · Jobs lived in Mountain View and then in Los Altos, California, in the heart of an area that in was named Silicon Valley. Many of their neighbors in the s and s were engineers. Jan 08, · Steve Jobs New Start in Los Altos Living in the ranch-style home on Crist Drive in Los Altos, Steve's childhood became brighter because he was away from his bullies. He soon befriended the many engineers and machinists who also lived in the neighborhood. WebJobs was a son of an american woman and a foreign student of muslim faith from syria, a post graduate student at university of a akbaroct 9, @ ami am 11 years old . Steve Jobs' early life Born in San Francisco, Jobs was adopted by an encouraging and loving family. He developed an interest in computers and engineering at a. Indeed, Steve Jobs apparently turned into a loving father and peaceful neighbor, the sighting of whom was commonplace to the residents of Palo Alto. However, in. Born in San Francisco, Calif., and raised in Los Altos, the Apple Computer Company visionary was adopted by his father Paul Jobs, and mother, Clara Jobs. As the. Steven Paul Jobs was born on Feb. 24, in San Francisco and was adopted as an infant and raised by a couple in Los Altos, Calif.
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WebOct 05, · Where did Steve Jobs grow up? Steve Paul Jobs was born in San Francisco, California on February 24, His birth parents gave him up for adoption and he was adopted by Paul and Clara Jobs. Paul was a machinist and Clara an accountant. When Steve was five, the family moved to Mountain View, California where Steve went . Steve Jobs had a complicated history with Lisa and her mother, Chrisann Brennan. By all accounts Steve Jobs' eldest child and ex lived on welfare and in. Oct 07, · PHOTOS: Steve Jobs: Tributes Around the World. Along the way Jobs, who died at age 56 on Wednesday after a long battle with pancreatic cancer, had a compelling personal story. Much of it was. Thank you steve RIP. How can someone I have never met, have such a profound impact on my life? Steve Jobs did. He introduced me to computers and made. – Steve Jobs is born and spends his early years in the area now known as Silicon Valley, Calif. with his adopted family. Internet rumours place his. Thank you steve RIP. How can someone I have never met, have such a profound impact on my life? Steve Jobs did. He introduced me to computers and made. Oct 07, · Paul and Clara Jobs, an Armenian couple who could not have children, adopted Steve. They adopted a daughter a few years later and then divorced. Although Mr. Jobs did not know it at the time, his. Oct 07, · PHOTOS: Steve Jobs: Tributes Around the World. Along the way Jobs, who died at age 56 on Wednesday after a long battle with pancreatic cancer, had a compelling personal story. Much of it was.
Feb 24, · Jobs enrolls in, drops out of Reed College. Paul and Clara Jobs fulfilled their promise to Joanne Schieble by sending their son to Reed College in Portland, Ore., but Steve quickly rebelled. A legendary inventor,. Jobs was the founder of Apple, Inc. and the creator of devices such as the Macintosh computer and the iPhone. Fast Facts. Important. WebMar 08, · She is pictured in with Steve Lisa was born on May 17, , in Portland, Oregon, which means she is currently 43 years old. Her mother, Christann, and . And so the child was adopted by Paul and Clara Jobs, a couple living in Silicon Valley, who named him Steven. From an early age, Paul tried to pass along. His saga is the entrepreneurial creation myth writ large: Steve Jobs cofounded Apple in his parents' garage in , was ousted in , returned to rescue. Jul 14, · When Steve Jobs succumbed to pancreatic cancer in , he left behind four children, widow Laurene Powell-Jobs, and a fortune that made his wife the 35th richest person in the world as of. The founder of Apple Inc, Pixar Animation Studios and NeXT Inc, Jobs gave information technology its life and blood. A master of innovation. Steve Jobs was born on February 24, , to two University of Wisconsin graduate students, Joanne Schieble and Abdulfattah Jandali, a Syrian immigrant. They.


text:
Q: Why is the Select before the From in an SQL query? This is something that bothered me a lot at school.
Five years ago, when I learned SQL, I always wondered why we first specify the fields we want and then where we want them from.
According to my idea, we should write:
From Employee e
Select e.Name

So why does the norm say the following?
Select e.Name -- Eeeeek, what does e mean?
From Employee e -- Ok, now I know what e is

It took me weeks to understand SQL, and I know that a lot of that time was consumed by the wrong order of elements.
It is like writing in C#:
string name = employee.Name;
var employee = this.GetEmployee();

So, I assume that it has a historical reason. Why?

A: Originally SQL language was called SEQUEL standing for

*

*Structured English Query Language
with the emphasize on English, assuming it to be close in spelling to natural language.

Now, spell these two statements as you'd spell English sentences:

*

*"From Employee table e Select column e.Name"

*"Select column e.Name From Employee table e"

Second sounds closer to natural English language that's why it is set as norm.
BTW same reasoning goes to Where etc - SQL statements were intentionally designed to sound close to natural language.

A: SQL is a structured query language targeted to English speakers.  SELECT, INSERT, UPDATE, and DELETE are imperative commands.  In English imperative commands begin the sentence or statement.  Compare:
West young man go!

to
Go west young man!

SQL follows the second (imperative) format.  Also the four imperative commands have three significantly different formats.  Consider:
FROM    employees a,
        accounts b
UPDATE  ...

or
INTO    customers a
SELECT  ...

If you know the action you are undertaking, it is easier to select the correct format.
In the case of select, you determine which attributes you want, then add the tables that have them.  As you build the selection criteria, you may add additional tables.   When you are dynamically adding criteria, it can usually be done at the end of a static portion of the query.

A: Because SELECT is required in a select statement and FROM is not.
Select 'This String'

Of course your sql statement can be parsed to look for the SELECT, DELETE, UPDATE after the FROM, but is is really that big of a deal?
Remember, this was all done before intellisense. It's not that complicated.
Edit: There's probably no reason sql interpreters couldn't be built to do both.

A: SQL statements begin with verbs. That was the choice of the language designers, and many programming languages work that way. Semantically, it is not uncommon to see programming languages that work like this:
verb(noun, noun, noun);

Also, in the case of SELECT statement that you give as an example, your proposed syntax would put the object first in the statement. Instead of a VSO (verb, subject, object) sentence order, you would have OVS, which would be a very strange when compared to natural languages. SVO (e.g. English), VSO (e.g. Arabic), and SOV (e.g. Latin) are more reasonable approximations of human speech.

A: I think it would significantly complicate parsing, especially with subqueries, e.g.
  FROM Foo f
  JOIN (FROM Bar b
        WHERE b.ID = f.ID
        UPDATE b
           SET b.Wibble = 1) x
    ON x.ID = f.ID
SELECT f.XYZ

Parsing this would be more complicated.  You could not tell that the UPDATE was a syntax error until you had parsed the FROM clause, and the parser would have to remember enough context to know that it was parsing a subquery.  I don't think updates are permissible in subqueries anyway, but if they were (maybe with a RETURNING clause) then you might not be able to tell this was invalid until you had parsed the SELECT statement.
This would at least increase k (lookahead) for the grammar and at worst make it context sensitive, although this is stretching the bounds of my rather dimly remembered compiler design papers from university.

A: Do not know an answer that I could back up by references, but if I had to speculate: SQL is a declarative language, a statement of such language describes what you would like to do as opposed to how you would like to do it.
As such, "SELECT X FROM Y" sounds as a more appropriate way of answering "What would I like to select from the database", as opposed to writing "FROM Y SELECT X".
In addition, in SQL, the SELECT/UPDATE/INSERT specifies the type of operation you are about to do and FROM is just a clause that helps you select from the right table in the database. Again, what are you doing with data takes precedence over how exactly you are going to achieve that.

redpajama_set_name: RedPajamaStackExchange


In June of 1959 construction began on the Prentice Boy Scout Cabin in a small city owned park adjacent to the Jump River. This small park, known as Boy Scout Park, is situated on the land between Washington Street and the Jump River. Here the scouts could hold their meetings, fish, swim, and canoe in the Jump River. The 19' by 24', one-story, front-gable cabin is built with round pine logs or poles that are placed in an upright position, side-by-side, covering the exterior walls on each side of the cabin.
As the nineteenth century grew to a close, America's parents, along with state and national officials, worried about the future of young men from the age of ten to eighteen. Many communities felt obligated to provide their young men the opportunity to become a Boy Scout. In many instances, this was achieved by the community building a cabin for the sole purpose of providing a place for Boy Scout meetings and activities. The Prentice Boy Scout Cabin became a place for fun activities, but it also served as a venue for moral and social lessons. The desired mission of the Prentice Boy Scouts was to provide a social environment where activities could give structure and direction for young men.
The Prentice Boy Scout Cabin project taught the real life experience of fund raising and teamwork. A true community effort, including churches and service clubs, worked together to ensure the success of the Prentice scouting program. Residents donated money and items for a scout auction. Working alongside their community leaders and their fathers, it was also a hands-on lesson in the construction of a cabin.
The Prentice Boy Scout Cabin continues to contribute to the social welfare of the young men of the area. It continues to fulfill its original mission by offering educational and recreational opportunity. The Prentice Boy Scout Cabin experience became the catalyst for a lifetime of making friends and creating fond memories. The Boy Scouts of America formulated the perfect combination of value based educational activities combined with fun.


text:
Big Brother's Harry Amelia shocks housemates with more reveals...
The Loughborough glamour model is certainly making an impression in the Big Brother house.
Harry Amelia Martin from Loughborough in the Big Brother house
NEW Big Brother housemate Harry Amelia Martin from Loughborough has ceretainly been shaking things up in the house - and revealed secrets about her teenage years.
In the latest Big Brother episode, aired last night (Sunday), Harry shocked her housemates by entering the garden wearing a micro bikini to sunbathe around the pool.
She said she doesn't care what people think of her - and housemates quizzed her about her collection of latex clothes.
In a question time test in the house, sitting wearing a revealing red dress, she faced a grilling from the other housemates.
In another conversation, she also revealed how she was homeless as a teenager, mixing with drug addicts, but had managed to turn her life around by getting a "good job" and buying her own house.
Harry likes she is livening up the house after making a surprise entrance in the latest twist for the Channel Five show.
The 22-year-old glamour model has worked as a dominatrix and as a Babestation webcam girl.
She joined other new housemates Marc O'Neill, 29, Sam Kay, 27, and first night evictee Simon Gross, 46, who went into the house on eviction night last Friday.


text:
Aviation commission recommends sites outside Enumclaw. What's next?
Even a Pierce County airport in Graham could affect the Plateau.
By Alex Bruell • October 25, 2022 12:10 pm
Paine Field in Everett may be expanded as Sea-Tac is nearing capacity; another brand-new airport could be built in Graham, Roy, or Thurston County to also add airport capacity. Photo courtesy Paine Field/Snohomish County
Keeping its promise to the Plateau, Washington's Commercial Aviation Coordinating Commission (CACC) released its preliminary recommendations for the state's airport needs this month — and they didn't include any mention of a site in King County.
But the issue remains relevant to Plateau residents, as the agency's recommendations includes the possibility of placing a new two-runway airport near Graham or Eatonville. The ultimate decision will belong to local leaders, the legislature and the FAA — with input from the public along the way.
The CACC, created in 2019 by the legislature to address Washington's growing airport needs, now has about eight months to further research and refine its two recommendations. It is tasked with delivering a final recommendation to the legislature by June next year.
In the meantime, grassroots efforts to resist a local major airport are trying to balance a healthy dose of vigilance without stirring the pot too much — and bringing unwanted attention back to the region.
That's the perspective of the Save The Plateau committee from the Enumclaw Plateau Community Association.
With the CACC's final recommendation due next year, the next two legislative sessions could be crucial as legislators decide what to do with its recommendations. The Save the Plateau committee will be keenly interested in any legislative discussions of the issue before and during the next session, Save The Plateau committee chair Kym Anton said in an interview.
"It is a long game," Anton said.
THE CACC RECOMMENDATIONS
The CACC's recommendations (linked to in this story online), published Oct. 15, boil down to two concurrent goals: Make more use of existing airports, and consider building a new major airport in Pierce or Thurston County.
The first recommendation would add capacity to Paine Field, the Snohomish County airfield considered by the CACC to have some of the best odds for handling more traffic and air cargo. And it would call on state leaders to help other regional airports which are interested in adding more commercial service — basically, spreading the love out to smaller airports that want to take on more flights.
The second part of their recommendation is more ambitious. It would pursue a greenfield site (a brand new airport) with two runways in one of three locations: Pierce County Central (located east of Roy), Pierce County East (located just south of Graham) or Thurston County Central (located between Tumwater and Yelm). The CACC narrowed down its original 10 greenfield sites, which included Enumclaw, to those three.
The two Pierce County sites, especially Pierce County East, would affect the Plateau area too, and have already received pushback from the Pierce County Council and executive. They sent a joint letter this month to the CACC expressing "strong objection" to the two Pierce County greenfield sites, which they said face prohibitive infrastructure and environmental challenges, including critical salmon habitat in the area.
The sites would likely affect traffic on the Plateau, such as on state Route 162, though perhaps not to the degree King County Southeast would have.
The CACC chose those two recommendations, rather than its original task of recommending two airport locations, because it let the commission give more thoughtful recommendations and have more time to narrow down which greenfield to select.
"It's so technical that we didn't have all the analysis done," WSDOT Senior Aviation Planner Rob Hodgman said in an interview.
Washington will, by 2050, likely face demand for up to 27 million more annual passengers and 800,000 more metric tons of air cargo, Hodgman said, and research so far indicates that existing airports don't come close to shouldering it alone.
"What happens if we can't find a suitable greenfield site? … The answer is, (the excess demand) goes into the existing airports," Hodgman said.
Doing nothing could thus mean long waits, worse flights and pricier tickets at SeaTac, delays in shipping and more traffic congestion in the Puget Sound, he said.That's why the commission is focused on finding a greenfield, Hodgman said; the alternative "is not very good" for the greater Puget Sound region.
For the three greenfield sites left, the WSDOT consultant still has some analysis left to do: Which is the best for airspace, air cargo, environmental, transportation, infrastructure and cost concerns? The answers to those questions will help develop the CACC's final recommendation.
With many factors left to evaluate, "the CACC could not in good conscience" simply pick one of the sites and call it a day, Hodgman said.
You can deliver comments and questions to the CACC by emailing CACC@wsdot.wa.gov.
It's no surprise the new list by the CACC lacked the Plateau tract.
CACC leaders repeatedly acknowledged — and were reminded by local leaders — that the legislature specifically forbid them from recommending a site in King County anyway.
"It's not earthshaking news," Anton said. "Of course, we're happy to see they didn't alter their legislative decision."
Local feedback also unpacked potential drawbacks.
That greenfield was roundly rejected by local leaders across the political spectrum after it was presented to the CACC by a WSDOT consultant in June.
The Muckleshoot Tribe, mayors of Auburn, Black Diamond, Covington, Enumclaw, Maple Valley, all three 31st Legislative District representatives, county council member Reagan Dunn and County Executive Dow Constantine all made official statements asking the commission to look elsewhere if they decide a new airport site is needed.
The King County site is off the table for the CACC, and there appears to be little local support — as well as numerous thorny legal questions — for building an airport here.
But citizens like those in the Save the Plateau committee are staying vigilant of a potential airport comeback for the King County outback.
They've critiqued the Washington Aviation System Plan (WASP), a simultaneous but separate process to the CACC's work. A WASP consultant originally presented the Plateau location to the CACC this summer, and the Plateau spot took high marks in that initial analysis.
The Save the Plateau committee's criticisms of that WASP report are several:
One: The attractively low land costs for the area are due, largely, to the fact that King County and voters have worked to keep the area zoned and protected for agricultural uses, and directly comparing the land costs of the region to others that didn't have those types of arrangements is unfair.
Two: Infrastructure costs, especially for building new highways and bridges into the already transportation-choked Plateau, would be massive and aren't fully accounted for.
Three: The project would drastically affect local salmon populations, which are considered threatened species, and could destroy habitat that can't simply be recreated elsewhere.
Four: The WASP's obligation to consider a site's affect on disproportionally impacted communities — such as people of color — ought to take into account the members of the Muckleshoot tribe who live and work within or right next door to the greenfield area.
(For more information, the committee has a Facebook group called "EPCA – SAVE The Plateau committee.")
BREAKOUT BOX: HOW A MAJOR AIRPORT COMES TOGETHER
Three entities would have to agree for any new major airport to take off.
They include the Federal Aviation Administration, which regulates air travel and provides funding; the state legislature, which approves funding for the connecting infrastructure; and an "airport sponsor," such as city, county, port, or private agency which manages the airport itself.
The Port of Seattle is the sponsor for Sea-Tac, for instance, and a sponsor could also be a consortium of airlines. The Courier-Herald is not currently aware of any would-be sponsors interested in hosting an airport on the Plateau.
Local government plays an crucial role too. The unified front that local municipalities and lawmakers have put up against the project would make a new major airport harder to build here, and thus could dissuade decision-makers from trying in the first place.
A page from the Commercial Aviation Coordinating Commissioner report to the state legislature detailing their recommendations for expanding and building airports.
ACLU vs. South Sound mayors | King County Local Dive
Sports Roundup | Oct. 17 – 21
'We're not finished:' Legislators may...
By Alex Bruell
In settlement, Rainier School agrees...
Untangling the dilemma of Washington's...
Trapper's Sushi opens this month...
The facility lacks modern tech, hands-on learning opportunities, and floods; here's what a new performing arts center could look like and what it can offer students.
By Ray Miller-Still • January 27, 2023 10:43 am
King County's new prosecuting attorney announces task force units
Leesa Manion said the units are focused on public safety and "King County's greatest areas of concern"
By Cameron Sheppard • January 25, 2023 2:30 pm
'We're not finished:' Legislators may take another crack at airport search
Rep. Tom Dent of Moses Lake says the current sites considered for a new airport "are wrong."
By Alex Bruell • January 25, 2023 9:06 am


This mall is semi-outlet. That is, some of the stores are outlets, some others are not.
It's pretty close to the airport so, if you checked out of your hotel early, but have a late flight, this could be a good place to spend the rest of your day and kill some time.
Need transportation to Dolphin Mall? Book it here.
Sawgrass (as we call it for short) is the eight largest mall in the United States with over 300 retail outlets. A place to spend a whole day at (and you still won't be able to see it in it's entirety). Our advise: wear comfortable shoes, rest once in a while, try to get a floor plan/map (get one at the mall or see if they have them at your hotel) and plan ahead the stores you want to hit. Also, ask your hotel concierge for a Sawgrass Mills voucher to redeem for a complimentary coupon book at Sawgrass Mills Guest Services located within the center.
Need transportation to Sawgrass Mall? Book it here.
This open-air mall is way smaller that the previous two and boasts over 50 retailers ranging from women's apparel to shoes to children's apparel.


text:
HomeNewsGovt. of India launches Fit India Quiz: Learn How to Register &...
Govt. of India launches Fit India Quiz: Learn How to Register & Win Exciting Prizes
By Santhosh Narayan
Image Source: Navbharat Times
Free Registrations for Early birds
Quiz Format
New Delhi: The ministry of youth affairs and sports has launched the first-ever Fit India Quiz. It has been developed to promote a healthy lifestyle amongst the youth. It is an initiative under the Fit India movement. Fit India Quiz is the 1st ever nationwide quiz on sports and fitness.
The Ministry also announced free registrations for the first 2 lakh students nominated by the registered 1 lakh schools. Every school can register a minimum of 2 students on first cum first basis. This step has been taken to motivate the students to take part.
The format has been designed in an inclusive manner. It will be a mix of online and broadcast rounds. It has been done so for students across the country to get an opportunity to test their sports and fitness knowledge. The Quiz will have representation from all the States and Union territories.
The pan India quiz has a mega Rs 3.25 crore as prize money, with the National round to be telecasted on Star Sports Network.
"The Fit India Quiz has been launched as part of the Fit India Movement envisioned by the Prime Minister which has played a significant role in creating large-scale awareness about the importance of leading a fit life. To motivate more students to join the Fit India Quiz, the participation fee for the 2 lakh students from the first 1 lakh schools has been waived off." Anurag Thakur, Minister of YA & S said in a statement.
[For more latest updates and stories on Indian sports (and athletes), subscribe to the KreedOn network today-
KreedOn: The Voice of #Indiansport]
Santhosh Narayan
Currently pursuing BBA in sports management, Passionate about sports who is also into fashion and sports writing. Ardent football and motorsports fan of FC Goa, Real Madrid and Scuderia Ferrari respectively
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text:
Governor announces plan to brings jobs to Baltimore
Deborah Weiner
News Anchor, I-Team Reporter
WBAL-TV\David Collins
Gov. Larry Hogan in Baltimore
SOURCE: WBAL-TV\David Collins
Gov. Larry Hogan announced Thursday more funding to help bring jobs to Baltimore, which is ranked as one of the worst cities in the country for jobs. The goal is to bring thousands of jobs to the most-troubled areas of the state, including Baltimore. Hogan said that while the state has the lowest unemployment rate in the region, it is not the case everywhere. Alongside Baltimore Mayor Catherine Pugh and other city leaders, the governor detailed his jobs initiative, which includes legislation, tax incentives and investment for job training and education. The cornerstone is the 2017 More Jobs for Maryland Act, which includes an extraordinary incentive to lure new jobs. "For any manufacturing company that comes to Maryland and creates jobs in our most-troubled areas, where unemployment is highest, we will waive all state taxes for 10 years. That's a pretty good incentive," Hogan said. Hogan also announced a tax credit for every new job that existing Maryland manufacturers add in targeted employment zones. His plan also calls for six more P-TECH schools, which blend high school, college and employment curriculum in the technology, math and science fields. The governor announced that an Israeli company will be opening a state-of-the-art cybersecurity training center in Baltimore, and he included plans to invest in job-training programs. Hogan said he was confident this jobs initiative will pass in the General Assembly, calling it a common-sense idea to get troubled areas to catch up with the rest of the state.
Gov. Larry Hogan announced Thursday more funding to help bring jobs to Baltimore, which is ranked as one of the worst cities in the country for jobs.
The goal is to bring thousands of jobs to the most-troubled areas of the state, including Baltimore. Hogan said that while the state has the lowest unemployment rate in the region, it is not the case everywhere.
Baltimore ranks among worst cities in US for jobs
Alongside Baltimore Mayor Catherine Pugh and other city leaders, the governor detailed his jobs initiative, which includes legislation, tax incentives and investment for job training and education. The cornerstone is the 2017 More Jobs for Maryland Act, which includes an extraordinary incentive to lure new jobs.
"For any manufacturing company that comes to Maryland and creates jobs in our most-troubled areas, where unemployment is highest, we will waive all state taxes for 10 years. That's a pretty good incentive," Hogan said.
Hogan also announced a tax credit for every new job that existing Maryland manufacturers add in targeted employment zones.
His plan also calls for six more P-TECH schools, which blend high school, college and employment curriculum in the technology, math and science fields.
The governor announced that an Israeli company will be opening a state-of-the-art cybersecurity training center in Baltimore, and he included plans to invest in job-training programs.
Hogan said he was confident this jobs initiative will pass in the General Assembly, calling it a common-sense idea to get troubled areas to catch up with the rest of the state.